I tried on both local and linked asset and it worked flawlessly. I don't know how prone to error this would be on more complex setup or with existing functions/addons tho.
Tested and approved at my side. Didn't find any bugs. Tested on multiple objects with different color sets.
I'm so sorry, I just tested it again, and it's because of the bone manager addon.
Moving bones to an hidden layer or collection now behaves the same. they can't be moved back to another layer…
Taht's weird, I actually tried too and it worked. I probably dreamed it but.
_"Could you please clarify if your expectation is that the function should only select bones within visible…
@ChrisLend indeed. Sorry about that and I see that the new design has already been well thought
Hi,
Do you have any possibility to play with line thickness and depth. I believe curves are ordered in the graph editor as they are in the left panel.
But, whatever design, if the active or…
Hi @dr.sybren , yes. Sorry for the confusion ^_^'
It's nice to me so far. As mentionned during the meeting, the wrench on the root of a keyed item is white, even though the exposed channels of this item are all greyed out as it has no modifier. …
hi,
There is a little bug @dr.sybren if you have a modifier on 2 different channels. You disable one of the modifer, it will also disable the master wrench icon near the bone name. It makes…
BTW, I'm pretty new to this so if there is anything I need to do for you to get feedback, just let me know.
Is it relevant to keep the icon next to the bone name when there is not modifier at all? EG. FK-Shoulder.L